Posted by Orpheus on Sat Nov 11th 2006 at 9:25pm
Func_walls can actually increase R's if used improperly. You but need to make the contact point func's. In other words, where the solids meet one of them needs to be a func to reduce cutting into smaller pieces. <br> <br>Pedestals for instance of a pillar.
Posted by Mr.INSANE on Fri Nov 10th 2006 at 7:48pm
I plan on doing more optimization work on the stairs and doing alot of null texturing that should drop it 100 or so <br> <br>all other objects are going to be func so i think it will probally drop a little but not much
I plan on doing more optimization work on the stairs and doing alot of null texturing that should drop it 100 or so <br> <br>all other objects are going to be func so i think it will probally drop a little but not much
Posted by Orpheus on Fri Nov 10th 2006 at 11:54am
Careful. 1300 empty and full sometimes do not match. You need to fill it with players then check for lag. <br> <br>A map of that design, will more than likely lag bigtime. <br> <br>You really need to get it under 800 so that you will have a buffer.
Posted by Mr.INSANE on Fri Nov 10th 2006 at 2:13am
R_speeds <br> <br>Are Wpoly = 1300 Peak (not bad) <br>and Epoly = 0 (non Func_ed Yet) <br> <br>I have alot of null textures being used aswell
R_speeds <br> <br>Are Wpoly = 1300 Peak (not bad) <br>and Epoly = 0 (non Func_ed Yet) <br> <br>I have alot of null textures being used aswell
Posted by Orpheus on Thu Nov 9th 2006 at 11:12am
Turn your R_Speeds on. I am curious. <br>I have played very few CS maps, but I'd imagine that a semi-arena map wouldn't be very popular. Excuse my ignorance if I err.

